YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
kiLabee is Offline
Contact kiLabee:

kiLabee

User

Messages by kiLabee

    

help me undersstand this code.... MVC 8 way air-dashing

 December 29, 2019, 08:51:09 pm View in topic context
avatar  Posted by kiLabee  in help me undersstand this code.... MVC 8 way air-dashing  (Started by kiLabee December 29, 2019, 08:51:09 pm
 Board: M.U.G.E.N Development Help

help mugen guild! you're my only hope....

so im trying to understand how to implement the 8 way airdash code used by author="Kong & DarkWolf13-MvC2"
Editor = "REDHOT" version of magneto.



code is here below.

Code:
;Air Dash Fwd
[Statedef 110]
type    = A
physics = A
sprpriority = 1
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 730

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 11
y = 0

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Backward
[Statedef 111]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 731

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = -11
y = 0

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Up
[Statedef 112]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 732

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = -0
y = -9

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Down
[Statedef 113]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 733

[State 115, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = 0
y = 9

[State 115, 1.2]
type = VelSet
trigger1 = Pos Y >= -8
x = 0
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Fwd Up
[Statedef 114]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 734

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 11
y = -6.5

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Fwd Down
[Statedef 115]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 735

[State 114, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = 11
y = 6.5

[State 114, 1.2]
type = VelSet
trigger1 = Pos Y >= -9
x = 9
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Back Up
[Statedef 116]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 736

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = -11
y = -6.5

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

;Air Dash Back Down
[Statedef 117]
type    = A
physics = N
sprpriority = 1
velset = 0,0
ctrl = 0 + (0*((var(37):=2) + (var(38):=20)))
anim = 737

[State 114, 1.1]
type = VelSet
trigger1 = Pos Y < -5
x = -11
y = 6.5

[State 114, 1.2]
type = VelSet
trigger1 = Pos Y >= -9
x = -9
y = 0

[State 111, 1]
type = VelSet
triggerall = Pos Y >= -255
trigger1 = time >= 20
x = 0
y = 0

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 110, 2]
type = CtrlSet
trigger1 = Time = 0
value = Cond((!var(1) && (PrevStateNo = [600,799])), 0, 1)

[State 102, ChangeState]
type = ChangeState
trigger1 = !var(17) && animtime = 0
anim = 57
value = 51 + (0 * ((var(37) := -1) + (var(38) := 0)))
ctrl = ctrl
 
[State 102, ChangeState]
type = ChangeState
trigger1 = var(17) && animtime = 0
value = 1335

; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = C
movetype= H
physics = N
anim = ifelse(prevstateno=5200,5200,5201)
facep2 = 1
sprpriority = -1

[State 5201, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 5201, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(anim=5200,8,-4)
y = 0

[State 5201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, PlayerPush]
type = PlayerPush
trigger1 = anim = 5200
value = 0

[State 5201, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

so i am trying to understand what the code is doing and i have a few questions obviously,

1. how does one read/ interpret what this is?
there are a bunch of variables included in the code.
help me identify and understand what each variable does if someone here is more experienced in variable usage.

2. in this code the final changestate for the dash is "changestate =1335"

i look it up and here is 1335
Code:
[Statedef 1335] 
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 0, 2]
type = Helper
trigger1 = NumHelper(6000) = 0
stateno = 6000
id = 6000


[State 855, PosAdd]
type = PosAdd
trigger1 = pos y < -170
y = 10

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y > -30
y = -10

[State 20, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -5

[State 20, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse(command!="holdup"&&command!="holddown",1,1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = ifelse(command!="holdup"&&command!="holddown",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = ifelse(command!="holdfwd"&&command!="holdback",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = ifelse(command!="holdfwd"&&command!="holdback",1,1)

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1336
trigger1 = command = "holdup"
value = 1336

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1335
trigger1 = command = "holddown"
value = 1335

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1331
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"
value = 1331

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1337
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"
value = 1337

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1334
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"
value = 1334

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1332
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"
value = 1332

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1338
trigger1 = command = "holdback" && command="holdup" && command!="holddown"
value = 1338

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1339
trigger1 = command = "holdback" && command!="holdup" && command="holddown"
value = 1339

[State 855, ChangeState]
type = ChangeState
trigger1 = var(17) = 0
value = 1336
 
[Statedef 1336]
type = A
movetype = I
physics = A
ctrl = 0
anim = 57
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(17) = 0

what is going on in here and how does this pertain to making the 8 way dash work?
    

smoke trail using explods for helpers....

 December 16, 2019, 06:31:59 am View in topic context
avatar  Posted by kiLabee  in smoke trail using explods for helpers.... (Started by kiLabee December 16, 2019, 06:31:59 am
 Board: M.U.G.E.N Development Help

so i was thinking sitting here in my desk

you call a helper.
for every tick it plays a quick short animation.

and as the more ticks go on ( like the projectile is travelling somewhere... it plays the animation and you can start big then eventually goes small?

the short explanation of what i think is happenning is you can play a short looping animation on a helper and in code make it fade away the smoke trail i mean.

    

Re: Fastest/Efficient Way of Doing 250 pcx files?

 October 23, 2019, 02:26:01 pm View in topic context
avatar  Posted by kiLabee  in Fastest/Efficient Way of Doing 250 pcx files? (Started by extravagant October 17, 2019, 09:29:43 am
 Board: Development Resources

    

Re: Help me RIP rival shool sprites please?

 October 20, 2019, 09:31:09 am View in topic context
avatar  Posted by kiLabee  in Help me RIP rival shool sprites please? (Started by kiLabee October 19, 2019, 08:33:49 am
 Board: Development Resources

OH YEAH??? I NEVER KNEW.....*/END SARCASM

no really though, i know ive seen street fighter EX and MVCi characters converted to mugen and i was just wondering how they did it.
im willing to put in the work to get the sprites i just dont now how.
    

Help me RIP rival shool sprites please?

 October 19, 2019, 08:33:49 am View in topic context
avatar  Posted by kiLabee  in Help me RIP rival shool sprites please? (Started by kiLabee October 19, 2019, 08:33:49 am
 Board: Development Resources

i didnt know where to ask this but does anyone know how to rip sprites off the game?
any help would be greatly appreciated!
    

Re: Kage

 July 04, 2019, 01:05:34 pm View in topic context
avatar  Posted by kiLabee  in Kage  (Started by vyn January 14, 2019, 03:24:49 am
 Board: Projects

you have to teach me how to make such awesome effects man these are gorgeous!

i really like that hitspark
    

Re: Deadpool (Update 6/29/2019)

 July 03, 2019, 09:06:17 am View in topic context
avatar  Posted by kiLabee  in Deadpool (Update 8/11//2019) (Started by Mr. Giang December 14, 2018, 02:37:13 pm
 Board: Your Releases, 1.0+

dude seriously your characters are getting better and better.

    

Re: MUGEN 3D 2.5D, DEADPOOL, DOWNLOAD, (BETA 01)

 June 13, 2019, 06:40:56 am View in topic context
avatar  Posted by kiLabee  in MUGEN 3D 2.5D, DEADPOOL, DOWNLOAD, (BETA 01) (Started by Nostalgic April 02, 2019, 06:11:58 am
 Board: Sprite Projects

animation timing for 2d is differrent.

less is more per se.
to make your animations look more powerful you gotta exaggerrate some things and squashing and stretching is key.

otherwise this is a great 3d render and im curious as to what is your workflow process is as im trying to acheive something similar but with mechs.
    

Re: Megaman Battle Network Grid [HELP]

 June 01, 2019, 10:12:37 pm View in topic context
avatar  Posted by kiLabee  in Megaman Battle Network Grid [HELP] (Started by RoXRo DIVEKICK June 01, 2019, 05:22:31 pm
 Board: M.U.G.E.N Development Help

look up docs and the mugen help forums but what you are looking for is a POS SET control

http://mugenguild.com/forum/topics/posset-sctrl-170185.0.html

youre gonna have to code a state that has 9 differrent POS SETS for each location on the map
and know how to code moves from it that affects p2 in some way

    

Re: Nova by Blade

 June 01, 2019, 07:18:26 am View in topic context
avatar  Posted by kiLabee  in Nova by Blade (Started by RΣDDBRIПK May 30, 2019, 02:01:58 am
 Board: Found Releases 1.0+

as far as this nova right now he has a TON of potential.

hes mostly beta right now if hes gonna be MVC accurate he needs to have his airial rocket punch ( which causes hard knockdown)

and his command normal OTG his FWD + hard punch which he punches the ground that causes a small groundbounce.
    

Re: Goku

 April 24, 2019, 09:22:13 am View in topic context
avatar  Posted by kiLabee  in Goku Updated Today 17-08-2020 (Started by vyn April 24, 2019, 06:51:49 am
 Board: Your Releases, 1.0+

dude you need to teach me how to make some of these effects!


its so clear and crisp!
    

Re: help me with a special intro?

 April 15, 2019, 03:39:48 am View in topic context
avatar  Posted by kiLabee  in help me with a special intro? (Started by kiLabee April 14, 2019, 11:23:39 pm
 Board: M.U.G.E.N Development Help

ah i get it now... thank you for clarifying that
    

Re: help me with a special intro?

 April 15, 2019, 02:10:12 am View in topic context
avatar  Posted by kiLabee  in help me with a special intro? (Started by kiLabee April 14, 2019, 11:23:39 pm
 Board: M.U.G.E.N Development Help

thanks for the response.

so in the triggers how would i write it out in the state?

i just need an example so i can visually see what makes it tick.
    

help me with a special intro?

 April 14, 2019, 11:23:39 pm View in topic context
avatar  Posted by kiLabee  in help me with a special intro? (Started by kiLabee April 14, 2019, 11:23:39 pm
 Board: M.U.G.E.N Development Help

so i know how to code an intro but how do you code multiple intros and how is it chosen at random?
    

Re: another MVC batman.

 April 10, 2019, 07:23:36 pm View in topic context
avatar  Posted by kiLabee  in another MVC batman. (Started by kiLabee March 25, 2019, 06:48:12 am
 Board: Edits & Addons 1.0+

have no fear my guy i fixed up a uno less version of him and currently uploading him now.

as far as the sprite its part of the new intros im still spriting and working on.

if you read batman in the new 52 comics theres a storyline called court of the owls. and this is when batman loses they drop down around his body and take him away to become one of the courts assasins.

    

SUPER SPECTACULAR SPRITE SHOWCASE!!

 April 10, 2019, 06:54:01 pm View in topic context
avatar  Posted by kiLabee  in SUPER SPECTACULAR SPRITE SHOWCASE!! (Started by kiLabee April 10, 2019, 06:54:01 pm
 Board: Graphics

in this little thread i will be uploading some sprite work i have lying round.
the goal of this thread is to showcase my sprite work and also to showcase how and what i can do to improve.
mostly doing this to get good at animating and spriting.

it will be updated regularly this is just a place holder.
but miles morales stance im working with.


Spoiler, click to toggle visibilty
it will eventually become a sprite sheet once i get started on a solid color pallate scheme and base
    

Re: MVC Half Face Portraits - Spiral / Blackheart / Sentinel and Hawkeye

 April 09, 2019, 08:43:59 pm View in topic context
avatar  Posted by kiLabee  in MVC Half Face Portraits - Spiral / Blackheart / Sentinel and Hawkeye (Started by Inactive user April 07, 2019, 04:53:45 pm
 Board: Development Resources

i got you once i get home from work tonight i can help with some of those.


     Posted: April 11, 2019, 08:02:49 am


i drew this mostly from scratch
    

Re: another MVC batman.

 April 09, 2019, 10:02:03 am View in topic context
avatar  Posted by kiLabee  in another MVC batman. (Started by kiLabee March 25, 2019, 06:48:12 am
 Board: Edits & Addons 1.0+

im slowly updating batman again.
using this sprite as an lose pose for him.


im also gonna be updating his moves once i get some time of work.

    

Re: another MVC batman.

 March 27, 2019, 11:18:20 pm View in topic context
avatar  Posted by kiLabee  in another MVC batman. (Started by kiLabee March 25, 2019, 06:48:12 am
 Board: Edits & Addons 1.0+

So sorry about the screenshots i had forgot what my photobucket account was. Updated with some screenshots.

I still have a ton of work to be done on him to finish up still.


Feedback appreciated.
    

Re: another MVC batman.

 March 25, 2019, 07:17:21 am View in topic context
avatar  Posted by kiLabee  in another MVC batman. (Started by kiLabee March 25, 2019, 06:48:12 am
 Board: Edits & Addons 1.0+

change log:

added a new level 3
added new batarang sprites.
tweaked moves to flow into and out of combos.
added grappling hook moves.
added new super with batwing.( sprites drawn out by me)

added a injustice voice lines and tewaked gameplay.
added front and back throw.


as per requested here are some screenshots.

Spoiler, click to toggle visibilty